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Xervish Flydd: The scrutator (spymaster and master inquisitor) for Einunar.

MAJOR ARTEFACTS AND FORCES

Amplimet: An extremely rare hedron which, even in its natural state, can draw power from the force (the field) surrounding and permeating a node.

Anthracism: Human internal combustion due to a mancer or an artisan drawing more power than the body can handle. Invariably fatal (gruesomely).

Clanker (also armoped or thumpeter): An armoured mechanical war cart with six, eight or ten legs and an articulated body, driven by the Secret Art via a controller mechanism which is used by a trained operator. Armed with a rock-throwing catapult and a javelard (heavy spear thrower) which are fired by a shooter riding on top. Clankers are made under supervision of a mechanician, artisan and weapons artificer. Emergency power is stored in a pair of heavy spinning flywheels, in case the field is interrupted.

Construct: A vehicle powered by the Secret Art, based on some of the secrets of Rulke’s legendary vehicle. Unlike Rulke’s, those made by the Aachim cannot fly.

Controller: A mind-linked mechanical system of many flexible arms which draws power through a hedron and feeds it to the drive mechanisms of a clanker. A controller is attuned to a particular hedron, and the operator must be trained to use each controller, which takes time. Operators suffer withdrawal if removed from their machines for long periods, and inconsolable grief if their machines are destroyed, although this may be alleviated if the controller survives and can be installed in another clanker.

Crystal fever: A hallucinatory madness suffered by artisans and clanker operators, brought on by overuse of a hedron. Few recover from it. Mancers can suffer from related ailments.

Field: The diffuse (or weak) force surrounding and permeating (and presumably generated by) a node. It is the source of a mancer’s power. Various stronger forces are also known to exist, although no one knows how to tap them safely (see power).

Flesh-forming: A branch of the Secret Art that only lyrinx can use. Developed to adapt themselves to the ever-mutable void where they came from, it now involves the slow transformation of a living creature, tailoring it to suit some particular purpose. It is painful for both creature and lyrinx, and can be employed only on small creatures.

Gate: A portal between one place (or one world) and another, connected by a shifting trans-dimensional ‘wormhole’.

Geomancy: The most difficult and powerful of all the Secret Arts. An adept is able to draw upon the forces that move and shape the world. A most dangerous Art to the user.

Hedron: A natural or shaped crystal, formed deep in the earth from fluids that circulate through a natural node. Trained artisans can tune a hedron to draw power from the field surrounding a node, via the ethyr. Rutilated quartz, that is, quartz crystal containing dark needles of rutile, is commonly used. The artisan must first ‘wake’ the crystal using his or her pliance. Too far from a node, a hedron is unable to draw power and becomes useless. If a hedron is not used for long periods it may have to be rewoken by an artisan, though this can be hazardous.

Nodes: Rare places in the world where the Secret Art works better. Once identified, a hedron (or a mancer) can sometimes draw power from the node’s field through the ethyr, though the amount diminishes with distance, not always regularly. A clanker operator must be alert for the loss and ready to draw on another node, if available. The field can be drained, in which case the node may not be usable for years, or even centuries. Mancers have long sought the secret of drawing on the far greater power of a node itself, but so far it has eluded them (or maybe those that succeeded did not live to tell about it).

There are also anti-nodes where the Art does not work at all, or is dangerously disrupted. Nodes and anti-nodes are frequently (though not always) associated with natural features or forces such as mountains, faults or hot spots.

Pliance: A device which enables an artisan to see the field and tune a controller to it.

Port-all: Tiaan’s name for the device she makes in Tirthrax to open the gate (see zyxibule).

Power: A mancer of old, Nunar, codified the laws of mancing, noting how limited it was, mainly because of lack of power. She recognised that mancing was held back because:

• Power came from diffuse and poorly understood sources.

• It all went through the mancer first, causing aftersickness that grew greater the more powerful the source was. Eventually power, or aftersickness, would kill the mancer.

• The traditional way around this was to charge up an artefact (mirror, ring, whatever) with power over a long time, and to simply trigger it when needed. This had some advantages, though objects could be hard to control or become corrupted, and once discharged were essentially useless.

• Yet some of the ancients had used devices that held a charge, or perhaps replenished themselves. No one knew how, but it had to be so, else how could they maintain their power for hundreds if not thousands of years (for example, the Mirror of Aachan), or use quite prodigious amounts of power without becoming exhausted (Rulke’s legendary construct) ?

Nunar assembled a team of mancers utterly devoted to her project (no mean feat) and set out to answer these questions. Mancing was traditionally secretive – practitioners tried (often wasting their lives in dead ends) and usually failed alone. Only the desperate state of the war could have made them work together, sharing their discoveries, until the genius of Nunar put together the Special Theory of Power that described where the diffuse force came from and how a mancer actually tapped it, drawing not through the earthly elements but via the ultradimensional ethyr.

The ultimate goals of theoretical mancers are the General Theory of Power, which deals with how nodes work and how they might be tapped safely, and, beyond that, the Unified Power Theory, which reconciles all fields, weak and strong, in terms of a single force.

Secret Art: The use of magical or sorcerous powers (mancing).

Tirthrax: The principal city of the Aachim of Santhenar, constructed within Mt Tirthrax, in the Great Mountains, the tallest peak on the Three Worlds.

Well of Echoes, the: An Aachim concept to do with the reverberation of time, memory and the Histories. Sometimes a place of death and rebirth (to the same cycling fate). Also a sense of being trapped in history, of being helpless to change collective fate (of a family, clan or species). Origin sometimes thought to be a sacred well on Aachan, sometimes on Santhenar. The term has become part of Aachim folklore. ‘I have looked in the Well of Echoes.’ ‘I heard it at the Well.’ ‘I will go to the Well.’ Possibly also a source; a great node.

The Well is symbolised by the three-dimensional symbol of infinity, the universe and nothingness.

Zyxibule: An Aachim device, powered by an amplimet, to create a gate. Also called ‘port-all’ by Tiaan.